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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
24 lines
741 B
C
24 lines
741 B
C
/*
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* CMT.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <SDL_render.h>
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extern SDL_Texture * screenTexture;
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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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extern SDL_Surface *screen; // main screen surface
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extern SDL_Surface *screen2; // and hlp surface (used to store not-active interfaces layer)
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extern SDL_Surface *screenBuf; // points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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void removeGUI();
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void handleQuit(bool ask = true);
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